Crush wrote:This is already possible by using oversized tiles. Define a tileset with a tile height of two, three or more tiles. A character standing on the same tile will be drawn above it, a character standing on the tile north of it will be drawn beneath it.The technique is already used for the high grass and the wheat on the woodland maps.

So, this is possible, but only if the player is restricted in the 32x32 grid. If I remember correctly there is a pixel precision for players movement planned (? in development? done? I didn't remember correctly?)
I will probably choose the easy (less challenging) way: draw columns in the center of tiles, with a collision at the base.

That'll resolve all problems. Look at the palm trees on the test server, for example.

Comments: The palette of the roof would have, I think, got a 8 or 9/10, whereas the walls probably only 6/10. The repetition is probably a little obvious in the ground tiles, and the checkered stones don't seem to meet the walls or the ground properly (the same goes for the columns). The building also looks as though it is meant to be grand and impressive, however if this is the case the columns would be thicker and the walls probably made out of a more recognisable (and expensive) material. If its not meant to be a grand building, the columns, I would think, would be slightly less fancy. But since it's a fantasy world, who knows how things are built there?

Total Rating: 7.05 / 10

Total Rating is made up of: General Shape 40%; Shading Quality 20%; Choice of Palette 15%; Anti-aliasing 15%; Style 10%

Don't worry, I'm heavy armored against useless critics / stupidity, but I always gladly accept advices or useful comments.
(note: I will strike back when you will show something (I hope one day you will...))

@Axl:
I still didn't think about add ons yet, but I will keep in mind this torch. Thanks.

Ground tiles:
Added some tiles for stone mixed with grass. They are very discreet but could be useful as alternate tiles and for smoother transition with grass.
Theses ground pavement will be considered as DONE until the next critic.
I hope some mappers will test them and point issues.

Hi,
Finally, I'm starting to think that this tileset will probably be FND one day…
So, I posted here all all the stuff missing / all I can think for a complete village:
(no mention of port and docks here)

If you want to help for pixelling stuff, pick up something and start a new thread. If you have nice ideas for more stuff, post them below.

(due to my lack of vocabulary I used a cheap translator, I hope these words are understandable)

All sprites you've made in the latest posts looks very good. But in my mind walls can be developed some more. And in the downiest part of this old walls should be some grass and also some moss. Because of it's middle ages, and nobody cleaned it.

Hmm... do you want this to be a fully functional clock? This would not just be a pretty big challenge for the script engine, I also doubt that it would look good (the light direction of the rest of the tileset will stay constant, after all).

former Manasource Programmer

former TMW Pixel artist

NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.

You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.